Editing The Maw/Walkthrough
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[[File:mawjunction.jpg|150px|thumb|You will pass a junction, make sure to note this as you'll be back.]] | [[File:mawjunction.jpg|150px|right|thumb|You will pass a junction, make sure to note this as you'll be back.]] | ||
Another group of Covenant will enter the room now, so run back to where you originally entered this area. If any Hunters still are still alive, use the multiple doors to the mess hall to get behind them and nail them in the back. Again, peek out and use your pistol to pick off the Grunts. These Elites can be a problem. They throw grenades, too. If you are within reach of a Needler, you can use that to get rid of some of them. A generous amount of grenades thrown in their direction will often make them retreat into the hallway they came out of. This leaves you in control of the mess hall, so grab a Needler and a bunch of grenades and take them out from relative safety. Once this group is dead, you can scavenge this area thoroughly. Keep your shotgun and pistol. Another way of clearing off the Covenant (it is ''highly'' recommended doing this strategy on legendary) is by temporarily trade your shotgun for plasma pistol, and "noob" combo the Elites and pistol snipe the Grunts. If you don't know what noob combo is, it is a charged plasma pistol to kill all the shields and get a headshot to kill the Elite. It would also be smart to keep the plasma pistol and trade the pistol for shotgun because of the sentinels. In legendary, the pistol is not very good against the Flood, because they always respawn. | Another group of Covenant will enter the room now, so run back to where you originally entered this area. If any Hunters still are still alive, use the multiple doors to the mess hall to get behind them and nail them in the back. Again, peek out and use your pistol to pick off the Grunts. These Elites can be a problem. They throw grenades, too. If you are within reach of a Needler, you can use that to get rid of some of them. A generous amount of grenades thrown in their direction will often make them retreat into the hallway they came out of. This leaves you in control of the mess hall, so grab a Needler and a bunch of grenades and take them out from relative safety. Once this group is dead, you can scavenge this area thoroughly. Keep your shotgun and pistol. Another way of clearing off the Covenant (it is ''highly'' recommended doing this strategy on legendary) is by temporarily trade your shotgun for plasma pistol, and "noob" combo the Elites and pistol snipe the Grunts. If you don't know what noob combo is, it is a charged plasma pistol to kill all the shields and get a headshot to kill the Elite. It would also be smart to keep the plasma pistol and trade the pistol for shotgun because of the sentinels. In legendary, the pistol is not very good against the Flood, because they always respawn. | ||
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[[File:floodandcover.jpg|150px|thumb|No matter where you go, the Flood will follow you trying to make you waste some ammo.]] | [[File:floodandcover.jpg|150px|right|thumb|No matter where you go, the Flood will follow you trying to make you waste some ammo.]] | ||
Again, you have a couple of options. You could leave the Hunters and the elite (and the health pack they're sitting on) behind, or you could kill them. Killing them is actually very easy if you take advantage of a nice little feature in the programming. Move into the next hall and you should trigger a load point. Now go back to the hunters and you should trigger another one on the way. Basically since the hunters were unloaded from memory, they forgot they saw you. So if you're sneaky, you can peek in and shoot them in a weak spot and try to stick the elite, because he is really annoying in legendary. If they see you, just unload/load them again. This is a great trick for enemies near load spots throughout the game, though it's kind of cheap. If you're too honorable for such a thing, you can always do it the old-fashioned way, huge amounts of damage or dancing with them until they make themselves vulnerable. Anyway, dispose of them, and then scavenge what you can from this hallway. Grab a Covenant weapon before you go. There are Sentinels ahead. | Again, you have a couple of options. You could leave the Hunters and the elite (and the health pack they're sitting on) behind, or you could kill them. Killing them is actually very easy if you take advantage of a nice little feature in the programming. Move into the next hall and you should trigger a load point. Now go back to the hunters and you should trigger another one on the way. Basically since the hunters were unloaded from memory, they forgot they saw you. So if you're sneaky, you can peek in and shoot them in a weak spot and try to stick the elite, because he is really annoying in legendary. If they see you, just unload/load them again. This is a great trick for enemies near load spots throughout the game, though it's kind of cheap. If you're too honorable for such a thing, you can always do it the old-fashioned way, huge amounts of damage or dancing with them until they make themselves vulnerable. Anyway, dispose of them, and then scavenge what you can from this hallway. Grab a Covenant weapon before you go. There are Sentinels ahead. | ||
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== Part 02: Light Fuse, Run Away == | == Part 02: Light Fuse, Run Away == | ||
[[File:HCE TheMaw EngineRoomChaos.jpg|150px|thumb|[[Flood]] and [[Sentinels]] will battle around you in the Engine room.]] | [[File:HCE TheMaw EngineRoomChaos.jpg|150px|right|thumb|[[Flood]] and [[Sentinels]] will battle around you in the Engine room.]] | ||
(When you go to the door on the left to the engine room, grenade jump with a frag. then on Level Two, jump on the reactor and activate it to destroy the reactor.) | (When you go to the door on the left to the engine room, grenade jump with a frag. then on Level Two, jump on the reactor and activate it to destroy the reactor.) | ||
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When you have the choice of going right or left, go right. Enter the engine room and go up the ramp to your right. Turn left and head all the way back through the door to Level Two. Follow the path up until you reach Level Three. You can hit the switches in any order. It doesn't make much of a difference. | When you have the choice of going right or left, go right. Enter the engine room and go up the ramp to your right. Turn left and head all the way back through the door to Level Two. Follow the path up until you reach Level Three. You can hit the switches in any order. It doesn't make much of a difference. | ||
After you hit each switch, jump onto the retracting pipe and ride it back across the room. Drop down for cover, switch to your rocket launcher, and carefully aim a rocket at the bright slits as they're opening up. Make sure you score a hit before moving on. If you miss and have no ammo left a well-placed grenade can blow up it up.[[File:Lightfuseandcrouch.jpg|150px|thumb|Light the fuse while ducking for cover.]] | After you hit each switch, jump onto the retracting pipe and ride it back across the room. Drop down for cover, switch to your rocket launcher, and carefully aim a rocket at the bright slits as they're opening up. Make sure you score a hit before moving on. If you miss and have no ammo left a well-placed grenade can blow up it up.[[File:Lightfuseandcrouch.jpg|150px|right|thumb|Light the fuse while ducking for cover.]] | ||
For one of the vents, there's a set of three barrels you can use to get back up to Level Three without having to go back through the halls. Jump on the blue one turned on its side. Then jump on the yellow one that's right side up. Next jump on the exhaust coupling (the big square pipe). From here you can just barely jump up onto Level Three where the computers are. It helps to run along the left side of the pipe when you make the jump so you don't get pushed off if you miss. | For one of the vents, there's a set of three barrels you can use to get back up to Level Three without having to go back through the halls. Jump on the blue one turned on its side. Then jump on the yellow one that's right side up. Next jump on the exhaust coupling (the big square pipe). From here you can just barely jump up onto Level Three where the computers are. It helps to run along the left side of the pipe when you make the jump so you don't get pushed off if you miss. | ||
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[[File:Landing Warthog.jpg|150px|thumb|Try not to flip your [[Warthog]]. Flipping it back over and getting in can cost you time, or worse... life.]] | [[File:Landing Warthog.jpg|150px|right|thumb|Try not to flip your [[Warthog]]. Flipping it back over and getting in can cost you time, or worse... life.]] | ||
The centre way in this room flips me more often than not, so I'm going to suggest the tunnels to the side. Lean even more to your chosen side as you exit these tunnels to get around a wall, then back to the middle to exit. This room and the next hallway are full of sentinels, so when you leave, you might want to take a second to recharge. Better to waste the time recharging than die. | The centre way in this room flips me more often than not, so I'm going to suggest the tunnels to the side. Lean even more to your chosen side as you exit these tunnels to get around a wall, then back to the middle to exit. This room and the next hallway are full of sentinels, so when you leave, you might want to take a second to recharge. Better to waste the time recharging than die. | ||